ACROSS THE DEEP 101 SUCCESSES D20 RESULT D20 RESULT 11 Congratulations! You've caught a miniature toothed copperfish. These feisty cuties make great pets. Watch your fingers! 12 You begin reeling in the line, and it's heavy, but you don't see anything on your hook. Sune disappears to the galley and comes back with flour, and throws it at your line. You see the outline of a chameleon lobster appear. "Delicious," Sune says, "If you can find them.” 13 You catch a whistling charscale! Prized by singers and bards, eating the fish grants a +2 bonus to Charisma checks for 5 minutes — Just long enough to sing a song. 14 You pull up a coin purse with 69 gp inside. Nice. 15 A thorned eeliathan wraps around your line and climbs up your pole. The corpses of these spiky monsters can be used as an improvised whip. 16 You pull in the Gargatua! Everyone feasts tonight! Those who partake of its meat gain +2 strength for 3 hours. 17 You manage to catch a translucent glowdevil. This extremely rare fish has clear skin and a glowing skeleton. Sailors have used their bones in lieu of a lantern or torch. 18 You land a beastly fish called a merquatica piscea. Sune mentions that, when eaten raw, the character sprouts gills for 1 hour and can breathe underwater. 19 You've managed to catch a hearty-looking steakfish! These delicious creatures, when eaten, grant a character 10 temporary hit points. 20 You've caught a Hendan gold-toothed piranha! Jewelers in Fano will pay 100 gp per fish, as necklaces fashioned from their teeth are quite popular among Fano's elite. TRANSLUCENT GLOWDEVIL
102 LOREOFAETHERRA.COM/DEEP Glowcannon Weapon (harpoon gun), very rare This unique weapon fires specialized metal bolts at an extremely fast rate, dealing 2d8 piercing damage, range 40/160. This weapon can be fired in three bolt bursts. M3. CAPTAIN'S QUARTERS You enter Redfall's living area through a door at the back of the Bluefin Annex. The wooden planks forming the walls of his room have been painted coral green. Decorative ropes and aqua-colored glass orbs hang from the ceiling, plush navy blue wool carpets the floor, and sketches of former incarnations of the Moxi decorate the walls. An armoire and a merqua-draped vanity decorated with seashells crowd the left half of the room, and a modest bed stands directly in front of you beneath a large window. Several trinkets sit atop the window sill — a hand-carved flagon, a small heart-shaped box, and a bejeweled crown. Dirty footprints cover the surface of a sturdy desk built into the wall, and atop sits a locked jewelry box. Above you, to the right, a section of wood has been painted with glowing, merqua-infused red paint with the lettering, "TO THE BRIDGE.” The captain's quarters hold an armoire, a vanity, a bed, and a desk. The captain keeps the armoire holding his personal belongings unlocked, and several changes of clothing can be found inside. An iron lockbox at the back of the armoire contains 4 pp 7 gp and can be opened with a successful DC 21 Dexterity (Sleight of Hand) check. The heart-shaped box on the window sill holds a small piece of ivory carved into the shape of a fish, with its fins painted blue. A character with a passive Perception score of 14 or higher notices that none of the current crew members are mentioned on any sketches of the earlier Moxi incarnations. A character trying to reach the quarterdeck via the secret passage must succeed on a DC 14 Strength (Athletics) check to pull themselves up. M4. CARGO DOOR The cargo door, located in the center of the main deck, consists of two great cedar boards fastened with golden fixtures. On the side, a device made of wood, ivy, and light can be switched on to open the cargo door automatically. If a character wants the cargo doors to open automatically, they must activate a small lever near the door. Succeeding on a DC 12 Strength (Athletics) check allows a character to manually open the doors, although this isn't generally needed. M5. DOOR TO LOWER DECK You descend to the lower deck through a broad stairway lined with beautiful hand-carved railings crafted in the Hendan fashion. Lanterns dangling from short chains illuminate your path. Ancient-looking maps in glass frames hang along both walls. Most are too weathered to see the details, but the words "Mescillian" and "Audowhenda" can be read on two of the maps. Characters succeeding on a DC 12 Intelligence (History) check knows that Mescillian was a kingdom that was destroyed in ages past and that Audowhenda is a town to the northeast of Broken Top Bay renowned for the fine quality of its wool. LOWER DECK The entrance to the lower deck leads to the cargo hold. The door on the right leads to the crew quarters, the two doors at the far end lead to the officer's quarters and guest quarters, and the door on the right leads to the galley. M6. CARGO HOLD While the Moxi VII, like most Hendan ships, can store a large amount of merchandise, its cargo hold contains relatively little. A few barrels of gunpowder and a selection of fishing poles and tackle occupy one corner. Sacks of rice and flour rest on a raised platform against the wall, and several racks of salted meats and sausages hang above them. A crate wrapped in chains, secured by multiple locks, lies in the far corner. If a character tries a sausage or some cured meat, have them roll a DC 14 Wisdom (Insight) check. If they pass, they intuit that the heavy hand used in seasoning the food likely obscures the meat's dubious origins. If they fail, they enjoy their snack but notice an odd aftertaste. Characters may use the poles and tackle to fish off of the main deck. If a character wants to open the crate in the corner, they must first succeed on two separate DC 14 Dexterity (Sleight of Hand) checks. After removing the locks,
ACROSS THE DEEP 103 they must then succeed on a DC 12 Wisdom (Insight) check to unravel the chains. In the crate, the character finds a short glowing blade engraved with runes. Cauterblade Weapon (shortsword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Crafted from cold-forged steel and infused merqua, this sword becomes nearly molten when you say the command word and deals an additional 1d6 fire damage to creatures. You can also use this weapon to seal bleeding wounds with a successful DC 10 Wisdom (Medicine) check. M7. CREW QUARTERS Each of the several bunks built into the walls of the crew quarters has its own red velvet curtain that can be closed for darkness or privacy. Lockers for the crew's personal effects stand against the opposite wall. A carved sign hanging above the doorway reads, "FOR THE ONES WE LEFT BEHIND." If a character wants to rummage through the crew's belongings, they must succeed on a DC 17 Dexterity (Sleight of Hand) check to unlock their footlockers. Wix's locker contains a few sets of clothing, a small pipe, a bag of fiddleleaf, and a small sketch of some strange flying contraption. Sune's locker holds nothing but a small statue of an eyeball. Every few moments, the eyeball blinks. M8. PRIVY This unusual room consists of a wooden ceiling and sides and a floor made from glass with iron latticework. The blue depths of the lake unfurl below, providing ample entertainment to those sitting on the latrine. Ivy and ferns cascade down from shelves attached to the ceiling. The lanterns, tinted coral green, drench the room in the color of an enchanted undersea garden. If a character needs to use the latrine, roll 1d6 and consult the table below: RANDOM EVENTS D6 RANDOM EVENT 1 No incident. 2 A school of fish mesmerizes you, and you lose track of time until Wix pounds on the door and asks you to hurry up. 3 You see Redfall smirk as he leaves the latrine and motions to the door saying, "After you, friend." 4 Yisha whimpers in the privy, saying she swears she saw a group of sea trolls in the distance. 5 You find a dog-eared journal titled "The Things I Saw Down There." The pages inside contain random, incoherent text written by someone under obvious mental duress. 6 A shark rushes toward you from the deep below, and you must succeed on a DC 13 Wisdom saving throw or scream out of fear. CAUTERBLADE
104 LOREOFAETHERRA.COM/DEEP M9. OFFICER’S QUARTER You walk through the door into a room slightly smaller than the crew quarters, although it contains only one large bed in place of multiple bunks. A large window framed in iron lattice dominates the area above the bed, and a large chest lies against the far wall. You catch glances at the ominous depths of Chrysal Lake through each diamond-shaped gap. Characters interested in rummaging through the chest must succeed on a DC 16 Dexterity (Sleight of Hand) check. Inside they find several changes of clothing, a signed drawing of Maggie and the Bandits, and a book titled: Courage for Cowards. M10. GUEST QUARTER While the same size as the officer's quarters next door, the guest quarters do not have a window. Several hammocks woven from Hendan silk rope hang from the ceiling. Along the wall, a shell at the end of a wooden pipe and a rope hang from the low ceiling and disappear into a hole. A sign above the shell reads, "DRINK ORDERS." If a character speaks into the shell, there is a 50 percent chance that a crewmember will hear and bring the requested drink. Otherwise, there is little to do in this sparse room other than relax. M11. GALLEY The enormous galley contains several tables with chairs and place settings for a dozen people. Black caged lanterns sway gently from the ceiling, and strings of glass fireball lights make the room sparkle. Two racks of salted meats hang in the corner next to a row of casks. Two smoky coal stoves line the back wall of the cooking area, and the whole room smells of fresh-baked bread. A long cutting board, covered in the remnants of chopped vegetables, extends from the stoves to the corner of the room. While the crew of the Moxi VII raves about Sune's cooking, her talent for folk medicine impresses just as quickly. She will share the secrets of her fishgut poultice with any character who is proficient in Wisdom (Medicine) or those who succeed on a DC 15 Intelligence check. Fishgut Poultice Made from fish entrails, rosemary, and a dash of merqua, the poultice, when ingested, relieves nausea and allows a creature to make Constitution saving throws with advantage for 24 hours TRANSITION The time has come at last. The Moxi VII approaches its destination — Broken Top Bay. There's no turning back now as the party is pulled toward the unknown. In the distance, the sky shifts to a moody grey. A massive cloud swirls, rapidly expanding beyond the jagged rocks at the mouth of the bay. A thundering boom grows louder as the ship approaches. The deck shakes, and the fixtures rattle from a subsonic pulse. The hull groans as a deep undercurrent pulls the vessel toward the inevitable. Redfall, perched at the helm, steadies the ship and cracks a halfsmile as he sets his eyes on the fabled Broken Top Bay.
SUNE LIZA'S FISHGUT POULTICE ACROSS THE DEEP 105
108 LOREOFAETHERRA.COM/BAY After a long journey across the lake, the party arrives at the entrance to the fabled and deadly Broken Top Bay. Apart from Captain Redfall, the only travelers to have successfully navigated the bay were either found in the annals of myth and legend or were merely the idle boasts from drunkards stumbling about the tavern. As the Moxi VII approaches, a looming storm cloud hangs heavy atop a seething tempest of rushing water, crashing rocks, and vicious weather, beckoning the ship into the heart of darkness. The characters and the crew must work together to overcome the nautical challenges of navigating the bay. Captain Redfall will remain at the helm, while the other crew members will scurry about and ensure the boat is seaworthy, leaving the characters to deal with any unexpected difficulties that may arise. Only with great skill and a dash of luck can they hope to brave the treacherous maelstrom without destroying the ship, killing their shipmates, or losing their own lives. Their first challenge will be to maneuver the ship into the bay through the Crooked Fingers — a tight squeeze of razor-sharp rocks and turbulent waters that has been the bane of many a boat. After making it through, the party will find that nature itself has turned against them. It isn't known if the maelstrom creates monstrosities or merely attracts them, but seagulls transformed by merqua into homicidal dive-bombing menaces pester the crew while massive clumps of seaweed infused with the violet substance threaten to pull the Moxi VII to the bottom of the lake. Once past the threats from above and below, the party must contend with the intense swirling disaster of the maelstrom. This massive vortex at the center of the bay thrashes about with malice and pulls anything it can to swallow up into the unfathomable depths. Broken Top Bay CHRYSAL LAKE, MOUNT TESETERRA VII
BROKEN TOP BAY 109 HELEN ILNYTSKA / STU HARRINGTON Depending on how the ship fares during the voyage, the characters will be subject to a different fate and path. If the characters make it through Crooked Fingers and the maelstrom, they will find themselves at the opening of Gilgazo's hidden grotto, ready to dive deeper into their journey to find the lost druid. If they fail, they will have to contend with the hideous unknown beneath the waters as the maelstrom destroys the Moxi VII and leaves the party sinking into the depths of obilivion. Can the party help Redfall and the crew navigate the Moxi VII through the writhing maelstrom and arrive at Gilgazo's hidden grotto, or will the beast of Broken Top strike again? ABSTRACT Into the Belly of the Beast. The party arrives at Broken Top Bay aboard the Moxi VII. Crooked Fingers. Working together, the characters and crew navigate the ship through the narrow entrance of the bay. From Above and Below. Once inside the bay, the party must deal with the merqua-tainted foes that attack the ship. Around the Maelstrom. Along with Redfall and the crew, the party attempts to navigate the ship around the bay's swirling maelstrom. CROOKED FINGERS
110 LOREOFAETHERRA.COM/BAY INTO THE BELLY OF THE BEAST Few vessels match the durability of the Moxi VII, and while the captain and crew have prepared for the dangerous waters they are about to enter, Captain Redfall will need all hands on deck to help safely guide the ship. As the Moxi VII approaches Broken Top Bay, read: Captain Redfall hollers from the helm, "Look, there be the calamity. There be Broken Top Bay!" CROOKED FINGERS DIFFICULTIES D12 RESULT D12 RESULT 1 Having never seen a storm of this magnitude, one of the crew members cowers behind a barrel on the main deck. (A character can give a convincing pep talk to inspire the crew by succeeding on a DC 12 Charisma (Persuasion) check.) 2 The ship pulls hard to starboard, and Redfall struggles to right the ship, despite his strength and skill. (A character can use their muscle to help Redfall maintain the helm by succeeding on a DC 12 Strength (Athletics) check.) 3 The wind knocks a lantern over, and a fire spreads across the main deck. (A character can sprint over and put the fire out before it grows out of control by succeeding on a DC 13 Dexterity (Acrobatics) check.) 4 There seems to be a pattern to the way the waves hit the Fingers. Perhaps it could be exploited. (A character can use their knowledge of tides and currents to find the safest path through the Fingers by succeeding on a DC 13 Intelligence (Nature) check.) 5 Redfall calls out for help, as it is too dark to see the jagged Fingers up ahead. (A character that successfully casts a fire-related spell or uses a light source can illuminate the darkness, subject to GM discretion.) 6 Morale is low, and the crew begins to grumble and despair. (A character can inspire the crew by singing a rousing song if they succeed on a DC 12 Charisma (Performance) check.) 7 An enormous yet docile octopus wraps itself around the harpoon launcher, threatening to tear it off the ship. (A character might know just where to press to get the octopus to let go of the harpoon by succeeding on a DC 13 Wisdom (Animal Handling) check.) 8 A knot on the mast comes loose, and the mainsail begins to flap wildly and is in danger of blowing away. (A character can retie the knot and secure the sail by succeeding on a DC 13 Dexterity check.) 9 A wave crashes over the deck, and Meyfyre is knocked unconscious. (A character can successfully revive Meyfyre by succeeding on a DC 15 Wisdom (Medicine) check.) 10 The capstan breaks loose, and the anchor begins to sink towards the depths. (A character can haul the anchor back up by succeeding on a DC 12 Strength (Athletics) check.) 11 A ghostly apparition hovers in the air between the Fingers, admonishing those on the ship to go back. (A character intuits that this illusion is harmless and reassures the crew by succeeding on a DC 13 Wisdom (Insight) check.) 12 A piece of railing breaks loose, and a crewmate starts to tumble off of the ship. (A character can get to the crew member in time by succeeding on a DC 14 Dexterity or DC 14 Strength (Athletics) check.) A sudden crack of lightning sends a flash across the darkness, illuminating glimpses of waves like mountains, terrible and angry, crashing beneath a funneling black cloud, an omen of impending doom. At its epicenter, a twisting spiral of water swirls into a raging maelstrom. The wind grows cold and violent. Sea mist stings as it whips across your face. The clouds above you churn, trapped and swirling in a rumbling void. Up ahead, you see a narrow gap between the encircling rocks. Two points, sharp and
BROKEN TOP BAY 111 jagged, protrude from the water like the bony fingers of a monster grasping from the depths of the lake. Waters churn and crash against the passageway. Lining the rocky perimeter leading into the bay are the skeletal remains of the ill-fated vessels that have failed at this seemingly impossible nautical feat. Captain Redfall yells out once more, "Aye, steel your heart! We head forth to our fate between the Crooked Fingers!" CROOKED FINGERS The crew and the party will need to work together to navigate the narrow passage through Crooked Fingers and safely reach Gilgazo's hidden grotto. This leg of the journey will require the party to make a group check, in which the outcome of individual ability checks made by each character will determine the party's collective success or failure. First, generate the difficulties that the characters must overcome by consulting the Crooked Fingers Difficulties table on the previous page, rolling once for each character. The characters will then need to decide who will attempt to solve each problem. Every entry in the table includes a problem and a possible solution. Only inform the players of the problem and let them find their own solution, using the solution listed as a fallback option for players struggling to find their character's own solution. WORKING TOGETHER Encourage the characters to use any items, skills, or spells they have to solve the crisis at hand. Resolve spell effects normally, and have characters make ability checks at DC 13 if a DC is not already listed. If a spell successfully and appropriately (subject to the gamemaster's discretion) resolves a task, count that attempt as a success. In addition to the party's checks, make two additional ability checks that add to the group check; one for Captain Redfall (1d20 + 5) and one for the ship's crew (1d20 + 3). At least half of the problems must be successfully overcome for the round to be considered a success. If every ability check in the round is successful, the group check is considered a total success. If every ability check is unsuccessful, the group check is considered a total failure. The Moxi VII starts with 300 hit points. When a group check fails, the hull of the ship will take damage. Keep track of the ship's hit points as it takes damage. This information will be relevant later. After calculating success or failure, reference the appropriate success or fail result to determine the outcome. TOTAL SUCCESS All problems were resolved successfully. The ship navigates through the Crooked Fingers with no significant damage, bolstering the characters' spirits and giving them inspiration for the challenges ahead. If a character already has inspiration, give them 5 temporary hit points instead. The Moxi barely squeezes through the narrow passageway, emitting a loud shriek as jagged rocks claw against the ship's hull. Redfall exhorts the crew, "These pointy claws of death didn't take us this time!" The crew shouts in uproarious joy and triumph. Few can tell a tale of braving the gap of Crooked Fingers and making it out unscathed! SUCCESS At least half of the problems were resolved successfully. The ship navigates through the Crooked Fingers, but its hull is superficially damaged and takes 1d10 bludgeoning damage. Additionally, determine 1 complication by rolling 1d8 and consulting the table on the following page. The dreadful sound of wood scraping against rock floods the air, but the Fingers aren't enough to tear through the Moxi's hull. The ship survives the gap, but not without a few new battle scars. This old ship has seen much worse. The crew exhales and eases their white-knuckled grip, ready to weather whatever comes next. A close one, to be sure, but you made it out alive! FAILURE Fewer than half of the problems were resolved successfully. The ship navigates through the Crooked Fingers, but its hull is moderately damaged and takes 5d10 piercing damage. Each character must make a DC 14 Dexterity saving throw, taking 1d4 piercing damage on a failed save and half damage on a successful one. Additionally, determine two complications by rolling 2d8 and consulting the complications table on the following page.
112 LOREOFAETHERRA.COM/BAY The harsh whine of rocks piercing wood echoes across the deck as planks upend in an explosion of splinters. The Crooked Fingers stab through the hull of the Moxi VII, and the ship begins to take on water! A crew member shouts, "We need to head below deck and patch the planks!" Others contend with the sails and steady themselves along the railing. The ship passes through the Crooked Fingers, but not without enduring severe damage. The crew struggles below deck with the water as it gushes through the ship's open wounds. TOTAL FAILURE None of the problems were resolved successfully. The ship navigates through the Crooked Fingers, but the hull suffers massive damage, taking 8d10 piercing damage, and one crew member dies. Each character must make a DC 14 Dexterity saving throw, taking 1d4 piercing damage on a failed save and half damage on a successful one, as well as a DC 10 Strength saving throw, taking one level of exhaustion on a failed save. Additionally, determine three complications by rolling 3d8 and consulting the complications table. The sharp stone fingers tear through the side of the ship in an explosion of splinters, and the vessel tilts to one side, nearly capsizing. The crew grips the railing and hangs on for dear life as one tumbles across the deck and smashes into the guardrail. His comrade reaches for him, but a wave knocks him overboard, and he disappears into a flurry of white water. The ship rolls upright and passes through the breakers, but the aftermath looks grim. A crew member sobs for her fallen comrade while she clings to the railing. The others dash about, attempting to mend the gaping wounds in the ship's hull. The wind and rain whip across the deck, spreading both bitter cold and heavy sorrow. The Crooked Fingers have had their way with the ship, ravaging it as it has ravaged so many others. CROOKED FINGERS COMPLICATIONS D8 COMPLICATION 1 A crew member cries out in pain as they are pinned beneath a heavy barrel of lard in the cargo hold. Lingering Effect. A character must make a successful DC 12 Strength check to remove the barrel from their chest. 2 Players take 2d6 damage as broken rocks catch the wind and pelt everyone on the deck (DC 13 Dexterity saving throw for half damage). 3 A large wooden stake impales Captain Redfall. Lingering Effect. A successful DC 12 Wisdom (Medicine) check, a healing spell, or similar effect is needed to stabilize him. 4 A massive wave nearly capsizes the boat, and characters must succeed on a DC 12 Dexterity saving throw or begin the following phase prone. 5 The narrow rocky passage breaches the hull, and water begins pouring into the galley. Lingering Effect. A character must succeed on a DC 13 Intelligence (Investigation) check to find the materials to repair the ship. (A character who successfully finds the materials can use an action to board up the leak.) 6 The rope that connects the ship's wheel and rudder snaps. Lingering Effect. A character must succeed on a DC 12 Wisdom (Survival) check to jury-rig the steering mechanism. 7 One of the harpoon launchers breaks loose and falls into the churning deep. 8 A fire breaks out in the cargo hold. The cargo hold contains gunpowder. Lingering Effect. A character must either succeed on a DC 13 Strength check to move the gunpowder barrel away from the fire or succeed on a DC 12 Dexterity check to put out the flames.
BROKEN TOP BAY 113 COMPLICATIONS For each complication that occurs, roll a d8 and reference the table on the previous page to determine its effects on the ship and the crew. Most complications have lingering effects that will have to be dealt with during the next leg of the journey. Each complication should be unique. Re-roll if you roll the same one twice. FROM ABOVE AND BELOW Having braved the perils of the Crooked Fingers, the Moxi VII and its passengers set their eyes on the maelstrom. However, crossing even this short stretch of water proves difficult, as the party must contend with problems from the water and the sky alike. This phase of the journey takes place over 5 rounds and will find the characters acting in initiative order as they attempt to free the ship from the encroaching seaweed, all while being attacked by merqua-tainted gulls. The waters swirl with grey fury, but something else broods beneath. Seaweed, consumed by merqua, crawls up the sides of the hull and wraps around the bow like slimy tentacles, angry and alive. Gulls fixated on the seaweed circle above the boat, shrieking and squawking in a frenzy. Some dive into the frothy madness and start to peck at the purple tendrils stuck to the ship's surface. The crew hurries to fasten the ropes and ward off the creeping seaweed. Captain Redfall white-knuckles the helm, grits his teeth, and braces his vessel as it nears the rim of the maelstrom. THAT WAS A ROUGH ONE If the party suffered complications that included a Lingering Effect, they must take action to nullify those effects, as left unchecked, they could spell doom for the Moxi VII. Each Lingering Effect has a linked difficulty that must be successfully resolved. If any lingering effects remain at the end of 5 rounds, each roll made during the second group check, around the maelstrom, will be made with disadvantage. THE WATER IS ALIVE A giant mass of merqua-tainted seaweed (see appendix A), moving as if it possesses both will and motive, begins to attach itself to the ship. A number of seaweed clumps equal to the number of characters times two start to drag the vessel towards the maelstrom. Any character within melee range of the seaweed at the end of their turn must succeed on a DC 10 Constitution save or become incapacitated for 1 round. The seaweed clumps must be dealt 10 points of damage to detach them from the ship. After 5 rounds, each clump left attached to the ship will add one to the DC of all checks made during the upcoming group check. Merqua-Tainted Seaweed Tactics • The seaweed will attach itself to the ship's hull. • The seaweed will remain attached, until destroyed, relying on Alluring Aura to incapacitate its foes. MERQUA-TAINTED SEAWEED
114 LOREOFAETHERRA.COM/BAY DEATH FROM ABOVE Above the ship, a flock of hungry merqua-tainted gulls (see appendix A) circles in the sky, looking for a meal. The birds will dive and attempt to feast on the merqua-laced seaweed attached to the vessel and fight any characters trying to detach it. A new bird enters the fray every round and will continue to attack until dead or all of the seaweed has been dispatched. At the end of 5 rounds, if two or more gulls are still alive, the crew will have to deal with them during the next leg of the journey and automatically fail their portion of the group check. Merqua-Tainted Gull Tactics • One new gull will enter the battle during each of the 5 rounds. • The gull will attack creatures trying to remove the seaweed. A PERFECT STORM At the end of 5 rounds, determine what consequences, if any, will be applied to the all-or-nothing final leg of this journey. If any Lingering Effects remain unresolved, all checks made during the following group check will be made with disadvantage. Take note of how many clumps of seaweed remain attached to the ship, and add 1 to the DC for all checks made during the group check. If more than two merqua-tainted gulls are still alive, the crew must deal with them and automatically fail their roll during the group check. The ship groans with exhaustion. While the rugged Hendan craftsmanship held up under duress, the ship has taken quite a beating. The fixtures rattle and splintered planks creak underfoot. However, the real test of the Moxi's enduring strength comes as the bow shifts downward with a sickening lurch. Ahead, towering waves roll in from all sides of the bay, converging in the middle to form one massive spiral. Sea spray whips across the deck, making vision difficult. The wind grows violent and clamors against the ship, lashing at the sails with fury. Ahead, water spills over the maelstrom's rim and descends into the unknown, the color of the water shifting between green, blue, and black as it spins into the center. AROUND THE MAELSTROM After surviving the narrow gap at Crooked Fingers and fighting through the merqua-tainted flora and fauna, the final challenge finds the party and crew navigating around the writhing vortex at the center of the bay and attempting to make it to the grotto in one piece. The whole world shifts sideways as the Moxi rises over one last giant wave. The ship crests at the pinnacle and pauses for a moment before the bow turns downward and begins to plunge. The crew begins to panic and screams of terror echo throughout the deck. Lying before you is the great and terrible maelstrom. Water sprays and froths at the rim, spilling over and forming a massive ring of water falling into the cursed depths. A hush falls over the crew. The wind calms, and the fixtures and sails cease their clamor. All the world goes silent as if holding its breath, bracing for the plummet into the abyss. In this final portion of the journey, the characters will again need to work together to overcome various challenges. To generate the ordeals that the characters must face, consult the 'Maelstrom Difficulties' table on the following page, rolling once for each character. MOVEMENT This scene is intended to play as a race against time, and as such, the rules regarding movement have the potential to hinder what is meant to be a fast-paced and exciting scene. It is recommended that the following rule be used for this phase of the scene: A character standing on the main deck can reach any portion of the ship or return to the main deck from any portion of the ship during their move action. MERQUA-TAINTED GULL
BROKEN TOP BAY 115 MAELSTROM DIFFICULTIES D12 RESULT D12 RESULT 1 A clump of seaweed attached to Redfall's face has rendered him unconscious. (A character can pull the seaweed off by succeeding on a DC 13 Strength check.) Note: If this difficulty isn't successfully resolved, Redfall automatically fails his portion of the group check. 2 A hard crash knocks loose the spindle holding the ship's wheel. (A successful DC 13 Intelligence (Investigation) check allows a character to find the spindle and replace it.) 3 A thorned eeliathan, ejected from the churning water, wraps around Yisha's leg and embeds its spikes into her flesh. (A character succeeding on a DC 13 Wisdom (Survival) check can safely remove the eeliathan.) 4 A dislodged net wraps two crewmates together. (A character succeeding on a DC 12 Dexterity check can untangle the two crewmates.) 5 The mast for the mainsail cracks, leaving its immediate future in jeopardy. (A character can temporarily brace the cracked mast by wrapping their body around it and succeeding on a DC 12 Strength check.) 6 Viscera from the dead gulls coat the deck, making it very slippery and very disgusting. (A character succeeding on a DC 13 Constitution check can stomach the horrible smells long enough to clean up the mess.) 7 A lightning bolt strikes a jumping skellin, and Sune Liza was staring right at it when it happened, and now she stumbles across the deck, unable to hear or see. (A character succeeding on a DC 13 Wisdom (Medicine) can help Sune through the shock before she stumbles over the railing.) 8 A shark is flung from the swirling cloud vortex above the maelstrom, lands on the deck, and begins to thrash about. (A character succeeding on a DC 13 Wisdom (Animal Handling) check can safely return the shark to the ocean.) 9 A waterspout knocks Wix over the railing on the far side of the ship, and he hangs on for dear life. (A character succeeding on a DC 12 Dexterity check can make it to Wix and pull him over the railing.) 10 The harpoon launcher accidentally discharges, leaving the ship tethered to an impossibly big gargantua as it swirls in the maelstrom. (A character using an edged weapon and succeeding on a DC 12 Strength check can cut through the rope attached to the harpoon.) 11 A crew member, overcome with terror, begins to climb over the railing so they can leap to their doom. (A Character succeeding on a DC 14 Charisma (Persuasion) check can convince the crewmate that everything will be alright.) 12 After taking a few hard hits, a barrel of ale on the deck begins to swell and hiss, and something appears to be caught in its bunghole. (A character succeeding on a DC 14 Strength check can heave the barrel overboard before it explodes.)
116 LOREOFAETHERRA.COM/BAY After learning what difficulties they will have to overcome, the characters must decide who will attempt each task. The characters may use all the tools at their disposal to overcome their dilemma. Resolve spell effects normally, and have characters make ability checks at DC 13 if a DC is not already listed. If a spell successfully and appropriately (subject to the gamemaster's discretion) resolves a task, count that attempt as a success. In addition to the party's checks, make two additional ability checks that add to the group check; one for Captain Redfall (1d20 + 5) and one for the ship's crew (1d20 + 3), if they are available. If any lingering effects remain unresolved, characters make all rolls during the group check with disadvantage. If complication eight has been selected but not successfully resolved, read the text below as an explosion splinters the deck. Each clump of seaweed still attached to the ship increases the DC of all checks by one during the group check. If two or more of the birds are still alive, the crew must spend time dealing with them and automatically fail their check. A menacing hiss and a flicker of bright light fill the dark cargo bay as a hungry fire eats at loose gunpowder, disappearing a moment later under a stack of barrels. For a second, all is calm as the hissing ceases. The calm is shattered as the whole deck vibrates, and the barrels erupt into a brilliant explosion. Wooden shards splinter out in all directions in a flurry, sticking into the sides of the ship like darts, while cinders burn holes through the lower sails. After the smoke and flames clear, the deck is more hole than wood. If at least half of the ability checks are successful, the group check is considered a success. If every ability check in the round is successful, the group check is considered a total success. Furthermore, if every ability check is unsuccessful, the group check is considered a total failure. After calculating success or failure, reference the relevant result to determine the outcome. TOTAL SUCCESS All problems were resolved successfully. The ship navigates the maelstrom's turbulent waters with relative ease, bolstering the party's spirit and giving each character inspiration for the challenges ahead. If a character already has inspiration, grant them 5 temporary hit points instead. The ship rounds the periphery of the maelstrom and breaks over the wake just in time. The waters begin to calm as the current pulls the ship away from the orbit of the vortex. The crew cheers in unison! You see a deckhand uncork a bottle of rum and pass it around to his relieved comrades. Glimmering sunlight darts through the clouds above and spills onto the wooden deck in a glorious beam. A crew member hands the bottle to the Captain, and he takes a swig then yells out, "Aye! We rode the towering waves, and we shot out of the top with mist and fury. We weathered the hell that is Broken Top Bay. Now I can tell milady I looked the old maelstrom in the eye and spat in it." The crew member yanks the bottle back, "Aye, first you must find a lady that'll have ya, ye old sea scum!" "Ah, how about your mother? Back into the maelstrom with you, but leave the rum!" the Captain replies as the crew roars at the retort. SUCCESS At least half of the problems were resolved successfully. The ship navigates through the turbulent waters of the maelstrom, but its hull takes superficial damage and dealt 5 (1d10) bludgeoning damage. The ship dips over the edge of the maelstrom, waves on both sides relentlessly pushing to send the ship toppling over the horizon into the depths. However, the sail turns at just the right moment, and the Moxi crests the wake with a strong pull from the wind. The ship crashes down into the water, and a few planks splinter off from the bow with a loud crack. Now past the dangers of Broken Top Bay, the crew lets out a collective breath, and the relieved Captain takes a swig from his bottle of rum. FAILURE Fewer than half of the problems were resolved successfully. The ship tumbles into the maelstrom's center but eventually navigates its way through the turbulent waters, taking 44 (8d10) bludgeoning damage to its hull. The characters must make a DC 16 Dexterity saving throw, taking 1d4 bludgeoning damage on a failed save or half damage on a successful one.
BROKEN TOP BAY 117 The waves drive the ship deep into the belly of the maelstrom. The world turns sideways, tilted down towards the blue infinity. The crew attempts to brace themselves, but the railing is slick from the rain, and some of them slip and fall overboard. Their bodies plummet into the center of the vortex, disappearing into the cold beyond. Then, the ship upturns; it trembles as it climbs, trying desperately to claw its way out of the maelstrom's grasp. The tremendous pressure snaps planks like toothpicks as wood fragments fly into the air, mingling with the sea spray. Alas, the ship breaches the wake and avoids sinking into the doomed epicenter. The waters grow calm now, and the wind settles. The Moxi narrowly escaped a terrifying fate, though suffering numerous scars and the loss of a few lives. TOTAL FAILURE None of the problems were resolved successfully The ship tumbles into the maelstrom's center, and though it struggles valiantly, it is unable to overcome the pull of the vortex. The anger of the water swarms and froths, and it begins to spill over onto the deck. The ship lurches over the rim of the maelstrom, caught in its inescapable current. Then, for a moment, the water smooths out like glass. Water no longer breaches the ship's sides. In fact, no water can be seen to the left or the right. Seconds later, water begins to drip down, and above you, a thick wall of water surges in the opposite direction. The gravity of the situation then sinks in: the ship is entirely sideways. The sound of rushing water ceases, and only a quiet rustle of wind can be heard. The speed you travel grows so quickly it seems as though you are stuck in time. You hang in the air as the ship crumples in silence beneath your feet. It folds into itself like a dying star, imploding under the pressure and sheer speed of the vortex. A deep blue infinity spreads out before you, suspended in space and time. You have but a moment to take a misty breath of air as you await the inevitable. TRANSITION If the ship successfully makes its way to the entrance of the grotto, read: The wind dies down, and the waves no longer wreak violence. A gentle current thrusts the boat toward the gaping mouth of a rocky cave. The ship creaks toward the darkness, and the air grows still and cold. A smell wafts from the inside, damp and moldy. For a moment, the world rests in quiet serenity. If disaster strikes and the ship is swallowed by the maelstrom, read: The frenzy of froth and bubbles fizz out to an eerie silence. Direction no longer means anything; eternal deep surrounds you on all sides. You float helplessly, all senses subdued by the water, as you sink into the icy depths of the lake. But then, a popping sound can be heard somewhere ahead. In the distance, a sparkling purple mass blooms from the blue, offering a glimpse of light and a glimmer of hope. Leveling Milestone At the end of this scene, whether the party went through the maelstrom or down it, they can take a Long Rest and have reached their next leveling milestone, advancing to level 4.
120 LOREOFAETHERRA.COM/GROTTO F or better or worse, the party has faced the horrors of Broken Top Bay, dealt with crises and the near-certain prospect of death, and survived against all odds. Depending on how the characters fared during the excursion through the bay's dark waters, the party will start the scene in one of two different ways. Those swallowed by the maelstrom wash up on the shore of a tunnel lined with merqua and webs. The ship they sailed in on washes up in pieces, devastated by the maelstrom. As the characters explore the tunnel, a skeletal merqua abomination (see appendix A) bursts out of a web sac and attacks with shortswords wielded by its many spindly arms. After vanquishing their foe, they make their way down a channel of water leading to a waterfall overlooking the grotto. Only the quick and vigilant can avoid the spiderweb slung across the waterfall, the work of Maytria, an enormous arachnid who rules the area, and the party will have to defeat her or become dinner. If the party survived the bay, they sail triumphantly into the grotto. The boat drifts down the cavern in eerie silence, broken only by the occasional echo in the distance. However, they barely have time to rest before Maytria (see appendix A) and her minions drop from above, intent on feasting on all present. The party must dispatch her before she sinks the Moxi VII, whose timbers creak under the weight of the beast and her unholy kin. No matter how they managed to get there, the party explores the violet shore, a neon-tinted refuge, after fighting the monstrous spider. Examining the two wrecked ships could prove rewarding for intrepid characters who are willing to get their hands dirty and their feet wet. Those among the party with a bent towards creating their own goods can fashion Maytria's caraThe Hidden Grotto BROKEN TOP MOUNTAINS, MOUNT TESETERRA VIII
THE HIDDEN GROTTO 121 JORDAN KERBOW pace into mighty armor or use her innards to make a powerful potion. A large onyx obelisk rises from the sand of the violet shore below an elevated cave shaft that extends up into the cavern wall. When brought near the obelisk, Fawn's nocturne bracelet, given to the party at the Waterleaf Book Shoppe, begins to glow and interact with each other in strange ways involving music. Once they uncover the secret behind the two objects, a powerful reverse gravity spell activates, causing anything in the immediate area to tumble up into the mouth of the tunnel above. As the party travels up the tunnel, they become one step closer to their goal of finding the elusive druid. Can the party, and what's left of the crew of the Moxi VII, defeat the ancient monster of the grotto, and if they do, will they have the wits to find their way out? ABSTRACT Is This the End? The characters, lost in the maelstrom, wash up in a merqua tunnel. A Sticky Situation. The party meets Maytria. O R Into the Neon Darkness. The Moxi made it through Broken Top and now enters the grotto. Arachnophobia. Death from above as Maytria disrupts the quiet journey. THEN The Violet Shoreline. The party explores the mysterious violet shore. The Onyx Obelisk. Could this mysterious pillar be the key to continuing the quest? THE HIDDEN GROTTO
122 LOREOFAETHERRA.COM/GROTTO HOW DID WE GET HERE? Depending on how the previous scene ended, the characters have two potential starting places during this adventure. If they succumbed to the perils of the maelstrom, they begin their journey at the section titled "Is this the End?" Alternatively, if the party managed to overcome the challenges of Broken Top Bay, they start off in the section titled "Into the Neon Darkness." IS THIS THE END? If the Moxi VII fell victim to the maelstrom, read: At last, you regain consciousness. A few feet away, Meyfyre coughs out a sputter of water. The maelstrom has deposited you and your traveling companions onto the sticky-soft sand blanketing the shoreline of a cavern that glows in darkened purple. Thick air, humid and sickly sweet, clings to your skin. Ahead of you, the rocky wall opens into a passage, like an enormous gaping mouth coated with merqua. Vines of the shimmering purple moss hang down from the sharp rocks like blood dripping from stone teeth. In addition to the characters, Meyfyre and Redfall wash up on the shore as well. None of the deckhands survive, but if Wix, Sune, or Yisha are still alive, they will be there as well. The merqua tunnels are 25 feet across and 25 feet tall. A channel of slow-moving water flows to the right. Merqua and webbing cover the walls, and the whole passage glows with dim purple light. A narrow, slow-moving river flows down one side of the cave. The walls are layered in white silk, gauzy and thick. Underneath, violet pockets of light pulse slowly. Ahead, an enormous throbbing mass of web quivers and pulses. Blades pierce from within the silken webbing sides, and the entire sac rips away from the wall. A horrible skeletal creature emerges, an amalgam of the skeletal remains of wandering adventurers who met some tragic end clumped into a grotesque conglomerate and fastened together with merqua, resin dripping from its sinews. Several of its limbs grip short swords. Near its back, two protruding arms tightly grip a small treasure chest. The skeletal merqua abomination (see appendix A) attacks the party. Roll initiative. Skeletal Merqua Abomination Tactics • The abomination will use its Grasping Claw on the nearest enemy. • The abomination will use the rest of its attacks to attack the grappled foe with shattered shortsword. The skeletal merqua abomination, an amalgamation of strange magic and the bones of multiple victims, breaks out of its webbing and attacks the party. It will attempt to grab those near it and stab them out of their misery. If no targets are in range, it will move towards the nearest target and attack with its shortswords. After vanquishing the foul creature, allow the party to take a Short Rest. The chest the creature was holding is locked and requires a successful DC 13 Dexterity (Sleight of Hand) check to open. A ring of the skellin and a bag containing 30 sp can be found inside. Ring of the Skellin Ring, rare (requires attunement) While wearing this ring, you can breathe underwater and gain a swim speed of 15 feet. In addition, you make all Charisma checks with disadvantage. As the characters travel down the tunnel, they will pass by 7 (2d6) egg sacs. Those wielding a bladed weapon who succeed on a DC 15 Strength check are able to cut through the webbing. Roll a d12 and consult the table above to see what they find, re-rolling any duplicates. The tunnel extends for a quarter-mile before ending. The water channel to the right flows for another 500 feet before dropping off into a magnificent waterfall. The water is 5 feet deep and travels at a medium pace, picking up speed as it nears the edge. Characters wishing to swim against the current must successfully make a DC 14 Strength (Athletics) check. A STICKY SITUATION When the party reaches the edge of the waterfall, read: Once humid and sickly sweet, the air clears to a refreshing mist as you arrive at a cavernous room. The channel flows over the edge, and you stand near the top of a waterfall that thunders down into the blackened misty depths of deep blue oblivion. But this place is calm, almost peaceful, with the rushing water and echoing drips lulling the mind.
EGG SAC LOOT D12 RESULT D12 RESULT 1 A puff of foul-smelling dust hits you in the face. You must succeed on a DC 13 Constitution saving throw or become poisoned. 2 You find the skeleton of a dwarf, complete except for the skull, which is nowhere to be seen. 3 You find 1 pp and 4 cp in a pair of deteriorating pants. 4 You find a potion of gaseous form in the hands of a gnome skeleton. 5 You find a skeleton with a note clutched in its hand. It reads, "If you find this, tell Nisla that I'm sorry and I love her. I never should have came here." 6 You find an exquisite golden crown worth 300 gp if you can find a buyer. With a crown this nice, someone is probably looking for it. 7 You find a rusty trident. Despite its age and neglect, the teeth are needle-sharp. 8 You pop open this small sac to find the perfectly preserved severed head of a stout-looking dwarf. His eyes are open, and his face reveals his dying panic. 9 A swarm of merqua spiders (see appendix A) spews out of the sac and attacks. 10 You find not a web sac but a colony of 5 (2d4 + 1) assorted mushrooms. If a character eats one, roll d4. On a 1, they must make a DC 12 Constitution saving throw or become poisoned. On a 2, you become incapacitated for 1 minute and ponder life's mysteries. On a 3, nothing happens, but they taste delicious. On a 4, regain 4 (1d8) hit points. 11 You find a small blood-soaked crate that has been nailed shut. A successful DC 14 Strength check opens it to reveal several copies of The Bells of Lament. 12 You find a skeleton holding a merqua glowblade, a dagger glowing with dim purple light. Merqua Glowblade Weapon (dagger), uncommon (required attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This razor-sharp dagger glows with the purplest purple light, providing a 20 feet. radius of dim light. Upon reciting the activation word "Yanak," the blade becomes impossibly black and allows the wielder to make all Dexterity (Stealth) checks with advantage. This bonus is not in effect when the blade provides light. MERQUA GLOWBLADE
124 LOREOFAETHERRA.COM/GROTTO M1. WATERFALL At the end of the channel, a massive waterfall spills into the deep pond below. The waterfall is 120 feet. tall. A giant spider web hangs in front of the waterfall, 60 feet. down, catching everything that tumbles from the cliff. Characters with a passive Perception score of 13 notice the web before they go over the edge, and can, with a successful DC 15 Dexterity save, jump far enough that they won't fall victim to the web. All others fall headlong into a very sticky situation. Of the NPCs traveling with the party, only Meyfyre notices the web and makes her check with +1. If any character notices the web, read: You see something glimmer in the dark. A shock of light travels from one end of the cavern to the other along a thin line. Your eyes strain to follow the light, but then you see it. It's just barely detectible, some sly devilish trickery — a long, intricately woven web stretched across the waterfall, midway down. Then read: The webbing trembles in silence, hushed by the roar of the waterfall. Long dark appendages emerge from behind the waterfall, creeping across the web with speed defying its size. Then you see it — long and monstrous, shimmering and violet, a hideous beast dripping with merqua. While possessing the shadow of a spider, the monstrosity that emerges, with sharp spiky scales and a demonic presence, is something far worse. Maytria (see appendix A), the enormous arachnid that rules the grotto, will engage the characters in combat as soon as she senses one of them touching her web or when she hears one of them splash down into the waters below. Roll a Dexterity (Stealth) check for Maytria (1d20 + 3). If the result is higher than a character's (or an NPC's) passive Perception score, they are surprised during the first round. Characters caught in the web will have to contend with three swarms of merqua spiders (see appendix A), who crawl out from tiny holes in the rocky cliff. If a character bursts from their bonds, they fall into the pool below, while if a character destroys the web, either by fire or an edged weapon, everyone trapped falls. If MAP OF THE VIOLET SHORELINE
THE HIDDEN GROTTO 125 no conscious characters remain in the web, or upon the web's destruction, any remaining swarms descend the cliff and assist Maytria. Maytria Tactics (Violet Shoreline) • If its web attack is available, Maytria will use it on the nearest foe. • Maytria will attack with chelicerae, targeting the nearest foe, and if successful, will attack with bite. • If all foes are caught in the web strung across the waterfall, Maytria will ascend the wall and attack with chelicerae the following turn. • Maytria will fight to the death. Skip to "The Violet Shoreline" to continue. DEALING WITH THE WEBS Throughout this scene, the party may encounter webs in several ways, and a character may need to escape or destroy them. A target restrained by webbing who succeeds on a DC 12 Strength check bursts the webbing. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). These rules apply to all webs in this scene, whether weaponized or environmental. INTO THE NEON DARKNESS If the characters successfully navigated Broken Top Bay, read the following as they drift into the grotto: This cavern would be pitch-black if it weren't for the mossy growths covering the walls and ceiling — their glow illuminates this watery darkness with soft violet light. What cannot be seen can certainly be smelled as a flurry of odors waft across the deck. The cavern reeks of damp mustiness, like the forest floor after a flood, with pockets of sweet and stale air scattered throughout. All is calm. The Moxi VII drifts into the cavern in silence, aside from the distant sound of the raging maelstrom outside. The grotto is calm, and the ship will drift slowly through the cave with the captain at the helm. Merqua provides 10 feet of dim violet light to the cave walls and ceilings. The cavern is roughly 220 feet high and 160 feet wide. Drifting at its current speed, the ship will arrive at the end of the grotto in an hour. Characters with a passive Perception score of ten or more notice a skeleton is floating in the water with a merqua glowblade (see page 121) in its hands. When the characters have had some time to take a Short Rest, read: For several miles, the Moxi VII has quietly drifted through the cavern's long dark passage. The ship creaks and groans reverberate off the walls and into the still cold darkness. Drips from stalactites join in the chorus of echos that resound throughout the cavern as they slap the surface of the water. If at least one character has a passive Perception score of 16 or higher, read: The soft glow of the plant life on the walls shifts with constant movement in your periphery yet lay still in luminescent beauty when you turn your head to stare at them directly. As you gaze at the warm violet light, you nearly miss the quiet tapping joining the echoes. It shuffles about, moving in all directions of the three-dimensional space surrounding you. Then, the noise suddenly stops directly above the ship. Otherwise, if no character passes the passive check, read: Near the ship, something begins to fizz up from deep beneath the still blue water. The bubbles rise and pop at the surface, adding their voice to the cavern's ominous song. Dark shadowy forms begin to stir, leaving behind rippled wakes as they race just beneath the surface of the water. The tapping reverberations and the shifting shadows emanate from a massive brood of hundreds of spiders. The mob swarms around Maytria (see appendix A), an enormous arachnid covered in glowing merqua. When you are ready to begin the encounter, read: A hush falls over the cavern. A large shadow spreads across the rock ceiling and creeps down the central mast as a monstrous form emerges through the veil of the ship's sail. The creature's black legs hang in the air like thick spears. Its long prickly abdomen slopes haphazardly to one side, dragging most of its weight behind it. Its seven pink eyes shine, vile and hateful, and purple merqua seeps out from gaps in its exoskeleton as it readies to pounce from the height of the mast.
126 LOREOFAETHERRA.COM/GROTTO ARACHNOPHOBIA Maytria (see appendix A), the massive arachnid that rules the grotto, rarely has visitors and eagerly engages the characters in combat. Three swarms of merqua spiders (see appendix A) accompany the Maytria and will drop on random targets and attack. Characters who failed their passive Wisdom (Perception) check are surprised during the first round. Captain Redfall and the crew will be busy sailing the ship and won't be able to assist in battle. Maytria Tactics (Moxi VII) • Maytria starts on the ceiling and will drop down on round 2. • If Maytria is at half her hit point total, she will retreat the ceiling for 2 rounds (one time only), and when she drops back down causes 27 (5d10) damage to the boat, and all characters must make a DC 14 Dexterity saving throw or be knocked prone. • Maytria will use her web if available. • Maytria will attack with chelicerae, targeting the nearest foe, and if successful, will attack with bite. • Maytria will fight to the death. Swarm of Merqua Spiders Tactics • The swarm will attack with flurry of bites, preferring unarmored opponents. Hull Damage The more damage that Moxi has suffered, the harder it becomes to manage. Consult the table on the following page to determine the current effects. If the Moxi enters the grotto with the ship at or below level four hull damage, the effects occur on turn two. All effects occur at the end of the turn. M2. END OF THE LINE Shortly after the battle with Maytria, the Moxi VII arrives at the end of the grotto. Read one of the following, depending on how many hull hit points the ship still has. If the Moxi VII has 100 or more hull hit points remaining, reward the characters with inspiration and read: The shore curves around the far rim of the cavern, and the ship ends its journey at an underground harbor. The roar of a waterfall echoes off of the walls. Glowing moss blankets the shore in violet illumination, a neon beach both alien and familiar. The crew drops anchor, and the ship softly slides into the sand bar. Captain Redfall, perched atop the bow, shouts joyously, "I never doubted ye, my timbered queen. But after such a brave fight, I give ya my blessing again, and name thee anew. May Moxi Skyfire forever sail!" If the Moxi VII has 99 or fewer hull hit points, the captain cannot steer the ship properly due to the extensive damage. Read the following as the vessel drifts to its doom: The shore curves around the far rim of the cavern, and the ship ends its journey at an underground harbor. The roar of a waterfall echoes off of the walls. Glowing moss blankets the shore in violet illumination, a neon beach both alien and familiar. The once robust Moxi VII, now mortally wounded, ambles towards its fate. It slides up against the sand bar, and the pressure splits the hull in twain as it comes to rest next to the timeworn dock. Water bubbles out of its belly, and the boat falls to its side in the cold, purple darkness. The remaining crew, bloody and bruised, stumbles out, climbing down shreds of ropes. Captain Redfall remains sitting atop what's left of the deck, refusing to believe that his faithful ship is now gone. THE VIOLET SHORELINE Once the characters have discovered the fate of the Moxi and are standing on the shore, read: The shimmering violet shore stretches long, then disappears behind a towering waterfall. The sheer enormity of the cavern defies logic. Tiny crystal shards set high in the darkness glitter like stars in the midnight sky. Stalactites hang down from the gloom, wrapped in merqua like giant dripping chandeliers. A wrecked ship covered in webs rests in a cove, ever threatened by the small waves lapping drearily against its broken timbers. The whole place smells damp and sweet, a scent both strangely beautiful and deeply unsettling. Something in a far corner glows with dark energy and emits a peculiar hum that reverberates throughout the cavern. The party can make camp on the shoreline and perform a Short Rest. They should not be interrupted and have ample time to explore afterward.
MOXI VII HULL DAMAGE LEVEL HULL DAMAGE STATUS 5 300 - 201 No significant changes. 4 200 - 151 The main mast breaks loose and falls. Roll a d6. On a 1, 2, 3, or 4, the mast hits a random character on the deck. On a 5, it falls on an empty portion of the deck, while on a 6, it hits Maytria. Players must make a DC 12 Dexterity saving throw, taking 5 (1d10) bludgeoning damage on a failed save or half damage on a successful one. Maytria cannot avoid the mast and takes 5 (1d10) damage. The ship hull takes 27(5d10) bludgeoning damage, regardless of who it hits. 3 150 - 51 The ship nearly capsizes. Roll a 1d4; on a 1 or 2, the ship's hull takes 22 (4d10) bludgeoning damage from tumbling cargo. When this occurs, characters must make a DC 14 Dexterity saving throw to maintain stability as the ship rolls. If they fail, they are thrown into the water and will need to climb back up. If characters need to climb back onto the ship's hull from the water, they must make a DC 12 Strength (Athletics) check. Characters swimming in the water will need to keep up with the ship and must make a successful DC 12 Strength (Athletics) check or take one level of exhaustion. 2 100 - 51 Hundreds of tiny pieces of wood fly across the deck, and all creatures on the deck take 7 (2d6) piercing damage, or half as much on a successful DC 13 Dexterity saving throw. 1 50 - 1 The ship becomes more challenging to steer. A successful DC 16 Strength check can keep the helm steady. If Captain Redfall is at the helm, he makes the ability check with a 1d20 + 5. If he is dead or otherwise incapacitated, a character can make the check, and with the assistance of an additional character can make the check with advantage. If unsuccessful, the ship takes 28 (5d10) bludgeoning damage as it crashes into the side of the cavern. Characters must make a DC 16 Dexterity saving throw, taking 4 (1d8) bludgeoning damage and be knocked prone on a failed save. 0 0 The ship is inoperable and begins to sink as it nears the violet shore.
128 LOREOFAETHERRA.COM/GROTTO INVITATION TO THE REVERIE FANTASTICA
THE HIDDEN GROTTO 129 M3. DILAPIDATED DOCK The remains of an unusable and decaying wooden dock stretch into the water from the shoreline. One large sailing ship remains half sunk and covered in spider webs. Characters can take one hour to search the boat and find the following in the portion above water: • 6 gp, 11 ep, 14 sp, 8 cp. • A 6-foot tall marble statue of Gilgazo. Worth about 1,100 gp, if intact, and a seller can be found. It weighs around 900 lbs. • A crate of ancient wine. The faded labels say, "STONEDWELLER" and are decorated with a drawing of a brown horse. A character who drinks one must make a DC 12 Constitution saving throw or become poisoned. Those who succeed on their save find that the wine's flavor has aged well. • Two potions of healing. • A book entitled: Papa Gigi's Blue Bakery (see appendix C). A character making a successful DC 15 Intelligence (Investigation) check finds an invitation to The Reverie Fantastica, which has fallen between some floorboards and has been kept mostly intact by the cold and dark conditions. Additionally, the magical properties of the invitation can be found with spells such as detect magic, revealing a transmutation aura around it. Characters who want to search the ship's waterlogged parts must succeed on a DC 14 Intelligence (Investigation) check to search underwater with the limited time their breath allows. If the character can breathe underwater, they only need to succeed on a DC 10 Intelligence (Investigation) check. They find a carved ivory dice set worth 150 gp hidden in the captain's quarters on the first success. On the second, they find a rapier made from fine silver. The third attempt yields hungerbane, an exquisitely crafted fishing pole. Any subsequent attempts fail to reveal anything. Characters can attempt this check as many times as they wish; however, if they fail by 5 or more, then a swarm of skellin tries to bite them, dealing 2 (1d4) damage unless the character makes a DC 13 Dexterity saving throw. Maytria's Remains Any character proficient in Wisdom (Medicine or Survival) or Intelligence (Nature) know that some of Maytria's parts are quite valuable. These characters have the knowledge of which parts of the spider are needed to craft the following items: • The merqua-infused scales can be fashioned into fine carapace armor by a Leatherworker or a character with leatherworker's tools and takes two days to craft. • An alchemist or a character with alchemist's supplies can use portions of the legs and some internal organs to create 1d4 + 1 potions of spider climbing. The potions require a Short Rest to craft. Hungerbane Wondrous item, rare As you use this fishing pole, you find that its line never breaks, its hook never rusts, and its rod never snaps. Casting hungerbane causes the bait to magically appears on the hook, and if any edible fish are swimming within 100 feet of the bait, they will seek it out. Maytria’s Carapace Armor (medium), rare (requires attunement) AC 13 + Dexterity bonus. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. While wearing this armor, you gain 2 temporary hit points at the start of your turn. Additionally, the armor provides 10 feet of dim glowing violet light. Potion of Spider Climbing Wondrous item, rare When you drink this potion, you grow thousands of microscopic hairs on your hands and feet, allowing you to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This effect lasts for 1 hour. A character must make a successful DC 15 Wisdom (Medicine or Survival) or Intelligence (Nature) check to harvest the various components from the remains of the spider. A failed check ruins the parts they are attempting to collect. Characters proficient in two or more of the above skills make their check with advantage. Searching nearby cocoons on the shore reveals the bones of several dwarves and gnomes, and the characters can acquire 17 gp, 9 sp, 3 cp. Characters have time to take a Short Rest.
130 LOREOFAETHERRA.COM/GROTTO M4. ONYX OBELISK An obelisk made of onyx thrusts out from the ground near the center of the shoreline; Novarian text decorating its surface. Spells such as detect magic reveal a transmutation aura surrounding the obelisk. M5. CEILING EXIT A hole directly above the obelisk extends 300 feet and leads deeper into caverns inside the Broken Top Mountains. This mysterious passage appears to be an exit from the grotto. Merqua hangs down from the edges of the giant hole, making it is easy to spot. THE ONYX OBELISK Any character who speaks Elvish can decipher the Novarian language; however, a successful DC 13 Intelligence (History) check is needed to prevent translation errors. Meyfyre can also translate the text as a last resort. If successful, read: A phantom forever stares, Straight to the ground. But sing sweetly of starlight, She'll look to the sound. Fawn's nocturne bracelet begins to glow if it comes within 30 feet of the obelisk. In order to successfully activate the obelisk and ascend the tunnel, a character will have to play the correct sequence of notes by applying pressure to the beads on the bracelet in the right order, 2132. The proper order can be determined by counting the number of times the letter "s" occurs in each line of the poem. Each consecutive correct note will cause the obelisk to glow brighter. If the characters need assistance, Meyfyre can mention the bracelet and suggest playing the beads. Once the four notes have been played in the proper order, the obelisk shoots a beam of light into the tunnel above, and a powerful version of the reverse-gravity spell affects the area in a 50-foot radius. Characters remain under its effect until they reach the ceiling exit, causing everyone to fall to the exit above. If any characters are affected by the spell, read: The melody of the nocturne bracelet resounds as the four simple notes ring soft and delicate, akin to a lullaby. With each reverberation throughout the chamber, the volume of the melody builds, composing a monstrous and angelic sound — beautiful and terrible. Suddenly, your feet leave the ground. You are weightless, rising with a gentle lifting breeze. Then your momentum picks up, and you soon fly uncontrollably toward the jagged stalactites hanging high above. You are in free fall, reaching terminal velocity; the wind is rushing all around you. Moments before you are about to be dashed against the sharp rocks, a bright light flashes, and you slow down. You carefully float toward a rock protrusion near the ceiling and are placed softly at an entrance to a large tunnel, and gravity begins to act normally again. If any characters were out of range or otherwise not affected by the spell, the spell will remain in effect for five minutes. Otherwise, they will need to perform the puzzle solution again or find their own means of escape. If still alive, Captain Redfall and his crew say they will stay back and see if they can make one of the old wrecks seaworthy, or if the Moxi is still afloat, they will wait there. TRANSITION Once the characters proceed up through the hole, whether utilizing the obelisk or alternative means, read: A dark and narrow tunnel lies in front of you, but a distant blue glow emanates from an immense cavern beyond that. You take in a breath of freshwater mist — it revitalizes your senses, a desperately needed change from the suffocating sticky sweet essence of merqua. The sounds of rushing water and muffled voices echo far in the distance — they have a cheerful tone. Could it be the sounds of hope?
ONYX OBELISK THE HIDDEN GROTTO 131
134 LOREOFAETHERRA.COM/EDEN After defeating Maytria and the foul beasts she commanded, the party ascends through the tunnel above the Onyx Obelisk. There they find the entrance to a sprawling cave complex carved from the stony core of the mountain itself. From within, jubilant sounds of celebration faintly echo from a distance. Once inside the labyrinth's maw, the party must crawl their way through the great maze's twisting passages and perilous mysteries to continue with their mission. There, they will fight vicious fiends, find a wealth of treasure, and attempt to stay alive as they come face to face with terrors hidden away in the depths of the lonely mountain. The characters' journey will continue until they find the massive doors and giant floating crystals that mark the entrance to the Eternal Eden. Inside, a wine-soaked party has been raging for a thousand years, drawing curious and eager celebrants from all corners of Aetherra for a chance to revel in the eternal festivities. Those who haven't found a Reverie Fantastica invitation must secure their entry to the party with flattery, coin, or violence, as the ornately-armored guards at the entrance will dissuade unauthorized access with swift brutality. Inside they find a raucous party, filled with celebrants basking under a mist that keeps them docile and happy. A bartender sits in the center of the room, wearing a strange wooden glove that seems to direct the actions of a few partygoers. All attention is centered around an old yet ageless man telling stories — the mythical Gilgazo (see appendix A). Upon hearing of the dangers facing Fano, Gilgazo agrees to go with the party on one condition; they must stop by his former residence, Ceriad Keep. Lieutenant Myano (see appendix A), a proud member of the Chrysalean Guard and trusted confidant to Orrien, refuses to let Gilgazo out of his sight. He is The Eternal Eden BROKEN TOP MOUNTAINS, MOUNT TESETERRA IX
THE ETERNAL EDEN 135 under strict orders from the patriarch to make sure the druid remains in the Eternal Eden as he convalesces from his brush with addiction and despair. He can be convinced to let Gilgazo leave, but he will respond with his blade if the characters can't persuade him. A key around the Lieutenant's neck opens a locked door at the back of the giant room, leading to a strange device, the Novarian Neural Network. Gilgazo says that this machine, Chrysalean in origin, can transport the group to Ceriad Keep, where Gilgazo can retrieve the source of his power, as well as his greatest weakness — aether. Can the party escape the eternal Eden with Gilgazo and use this strange amalgamation of nature and technology to propel themselves to Ceriad Keep deep inside the Dimlight? ABSTRACT The Great Maze. The party arrives at a tunnel leading to an enormous maze. Welcome to the Party. Gilgazo and company revel in a gilded cage. The Reverie Fantastica. An eternal party awaits, but what secrets does it hide? Jailbreak. Can the characters spring Gilgazo and escape the eternal party? The Novarian Neural Network. Could this strange contraption be the key to escaping? STU HARRINGTON ENTRANCE TO THE ETERNAL EDEN
136 LOREOFAETHERRA.COM/EDEN THE GREAT MAZE After the characters arrive at the top of the passage above the obelisk, they stand atop a landing with a single tunnel leading forward. After traveling one-half mile, the party reaches the entrance of a mineshaft. Inside the mineshaft, strange hybrid plants in brilliant hues illuminate an endless array of passageways and tunnels. Faint echoes of music and laughter can be overheard somewhere in the distance. Several tunnels branch off in different directions, and each one leads to even more side tunnels and branches. The sound of music and the distant echo of revelry can be heard reverberating throughout this complex cave system, making it difficult to distinguish its source. M1. CAVE ENTRANCE The party begins at the entrance to the mine to the west and has two viable paths to travel down. To determine which path the party travels, have them choose a character to attempt a DC 12 Wisdom (Survival) check. If the character succeeds, they notice traces of an interesting plant life down a specific tunnel and lead the party to the Rainbow-Hued Hot Spring, where they will have an opportunity to rest and recuperate. If the character fails, they hear mechanical sounds and lead the way to the ancient mining equipment, where they will encounter a vengeful aether echo (see appendix A). The tunnels branching off of both of these locations will take the party to the Looping Corridor. After they navigate those treacherous passages, the party once again comes to a fork in the road. Have the party choose a character to make a DC 12 Intelligence (History) check. If the character succeeds, they notice a small etched symbol that long ago indicated a place where gambling took place and lead the party to the Battle Pits to explore for treasure. If the character fails, they notice brightly colored merqua in the distance and head toward Maytria's Nest, where several lesser spiders have claimed her former resting place. The tunnels leading from both the Battle Pits and Maytria's Nest will lead the party to the entrance of the Eternal Eden. MAP OF THE MOUNTAIN MAZE
THE ETERNAL EDEN 137 MOUNTAIN MAZE ENCOUNTERS D6 RANDOM ENCOUNTER 1 The party comes across an ornate chest tucked into a small alcove. Any character who has a passive Perception score of 16 or more or succeeds on a DC 15 Intelligence (Investigation) check notices that the chest is trapped. A successful DC 14 Dexterity (Sleight of Hand) check is required to disable the trap safely. If a character tries to open the chest without disabling the trap or fails a check to disable the trap by 5 or more, it sets off a small blast of fire. The chest is filled with black powder, and buried within is a Reverie Fantastica invitation. If the trap is triggered, the black powder will ignite, dealing 7 (2d6) damage (DC 15 Dexterity saving throw for half damage) and destroying the invitation. 2 The party comes across a crystal-clear spring flowing from a crack in the rock wall. Those who taste the water find it cold and refreshing and gain 5 temporary hit points. 3 A cantankerous old gnome surrounded by exotic plant life offers to sell the party a bag of floral delights for 100 gp. 4 The party sees a shed snakeskin, purple-tinged and 30 feet long, and a hole with a two-foot diameter carved into the rock that extends back beyond sight. The snake is not present, but if the party chooses to wait, they are attacked by a purpleback cave viper. 5 The party notices a nondescript longsword embedded into the ceiling of the tunnel. A successful DC 17 Strength check is required to pull the sword out. If removed, a pink mist begins to waft into the tunnel, and all creatures within 20 feet must make a DC 14 Constitution saving throw or fall prone with debilitating cramps. A player may repeat this check at the end of each of their turns. In addition, a swarm of merqua spiders stream out of the hole and attacks the party. A successful DC 14 Strength check is required to stand, and replacing the longsword will cause the mist to stop and end its effect. 6 The party finds a corpse on the ground with a stake driven through its chest. Those who search the body find 14 cp. and a ring of the bat. Purpleback Cave Viper Tactics • The viper will use venom spray if available and try to hit as many foes as possible. • The viper will use its bite attack. Bag of Floral Delights Wondrous item, rare This small leather bag contains seeds from all manner of flowers and never runs empty. Seeds from this pouch grow fast and hardy, but the flowers they produce immediately wilt if they are ever sold. Ring of the Bat Ring, rare (required attunement) When putting on the ring of the bat, a creature takes 1d6 damage as barbs lacerate its flesh. The ring allows the wearer to make a bite attack (Bite. Melee Weapon Attack: reach 5 feet, one target, dealing 1d6 + STR modifier piercing damage, regain 2 (1d4) hit points when the wearer successfully deals damage with its bite.) In addition, the wearer must consume the blood of another living creature every 24 hours or take 3 (1d6) necrotic damage. BAG OF FLORAL DELIGHTS
138 LOREOFAETHERRA.COM/EDEN As the party explores the tunnels, they may encounter untold dangers and mysteries. Every time the party moves between locations, generate a random encounter from the table on the previous page. Re-roll any repeat encounters. M2. ANCIENT MINING EQUIPMENT The echoes of Chrysaleans long past haunt this room full of ancient but functional mining equipment. As soon as the party enters the area, read: You enter an enormous cavern with a sizable hole in its center. Towering cranes loom from above while gears and pulleys extend into the high reaches of the darkness. A cloud of dust stirs as if the machinery had just stopped operating, and one of the pulley systems near the top squeaks to a halt. If a character looks into the hole in the center of the room, read the following: From the depths of the hole, something glows in the darkness, oscillating between blue and gold. The cloud of dust stirring at the bottom obscures any other details. The hole in the center of the room descends 100 feet and stretches 20 feet across. If a character searches the bottom of the pit, they can find the following: • Two skeletons, the bones of which shimmer blue and gold, crumpled in heaps. • A leather pouch containing 12 gp. • A mining pick, the handle of which has mostly rotted away. All characters with a passive Perception score of 15 or higher and within 5 feet of the skeletons notice two incorporeal humanoid shapes have appeared partially revealed about 50 feet up out of the northern wall. The aether echos (see appendix A) are not hostile as long as they aren't engaged or their bones aren't disturbed. If a character touches either of the skeletons, they are immediately attacked by the echoes. If the characters didn't notice the echoes before they attack, they begin the first round surprised. Aether Echo Tactics • The echo will not attack unless its bones are disturbed or if it is attacked. • If the echo is driven to attack, it will use its multiattack. M3. LOOPING CORRIDOR The party spends the next 1d4 hours looping in circles, repeatedly passing by the same landmarks. Read the following: You walk along in the dim light of a long corridor made of slick black walls. Moonlight beams through a hole in the ceiling, painting the pathway a dull silver. A crevice in the side of the rock wall bears a novel shape, resembling a soldier holding a spear. Several hundred feet later, the wall bears the same crevice, down to the smallest detail. After walking several hundred more feet, you pass by it again. Not only is the crevice familiar, but so is the path itself and the hole in the ceiling with the silver moonlight — this is the same area you keep passing by! Is this some kind of maddening continuum? For each hour spent in the looping corridor, roll a d6 and consult the 'Looping Encounters' table on the following page. After the players have completed all of their random encounters, read: The dizzying tunnels, looping on top of one another into the depths of madness, suddenly cease. An arched doorway opens into a cavernous room. A misty breeze whips across your face, a stark contrast to the musty air in the looping corridor. M4. RAINBOW-HUED HOT SPRING A steamy pool that provides healing can be found in this room. When the party enters this area, read: You come upon a room with a great pool in its center, and the water shifts between all different hues of color. Bizarre and colorful plants grace every surface. The leaves of some are massive and spiky, while others display glimmering flowers in full bloom. Neither torch nor candle illuminates this room. Rather, the neon brilliance of the water itself provides light. A peculiar hum resonates from the pool as if it were singing a quiet melody. If a character consumes the water from the pool, they will feel the comfort and radiant healing energy it provides and regain 7 (2d6) hit points, feel wholly satiated, and recover one level of exhaustion. This effect can only happen once per day. Spells such as detect magic will reveal that the pool radiates with evocation magic.
THE ETERNAL EDEN 139 M5. THE BATTLE PITS This large room contains three circular pits, 8 feet deep and 10 feet across. When the party enters, read: You enter a cavernous room. Stalactites hang from the blurry nothingness above, and the walls surrounding you curve up into a great dome. The floor is packed with sand and riddled with large circular holes. Each of the deep holes has been reinforced with wooden planks, bordering the walls like support beams. Humanoid skeletons and creatures clad in armor, some still gripping swords and spears, litter the pits. A few empty bottles sit on a shelf behind a crude bar, and a leaderboard declares Luvesta of Henda to be undefeated. If the characters search the pits, they will find that each pit contains the following: • 2 (1d4) spears. • 3 (1d4 + 1) rusty shortswords. • 2 (1d4) suits of banded armor. Characters searching the bar will find 7 (2d6) unopened bottles of ale. If a character wants to search further, a successful DC 16 Intelligence (Investigation) check allows them to find a cord of incapacitation. Cord of Incapacitation Wondrous item, rare Once used to keep gladiators subdued between fights, this cord, when tied around a creature's wrist, forces that creature to make a DC 14 Wisdom saving throw or become incapacitated. If a creature becomes incapacitated, it may attempt another save every minute. The effect ends after 1 hour, and once a creature has successfully saved against the cord, it is immune from its effect for 24 hours. M6. MAYTRIA'S NEST This cave hosts the sleeping area for Maytria. When players enter the area, read: In the corner of a large corridor, two tall marble pillars hold up a stone archway. Merqua winds up their sides and drapes over the entrance like a dripping mouth. Amidst the violet tendrils, a massive shimmering silken web cushions the floor of the dark cave. The marshy floor of the nest bubbles with merqua. Tiny spiders crawl up and down the walls, and larger eyes leer from the darkness. The bubbling merqua fills the room with a strong scent, forcing all creatures within 30 feet of the merqua pool to make DC 12 Constitution saving throw or vomit. Characters who successfully make their save gain 5 temporary hit points as the concentrated merqua invigorates them. Moments after the party enters the area, they are flanked by two swarms of merqua spiders (see appendix A), and a giant merqua spider (see appendix A) crawls from the bubbling pool. Characters who want to search the area must have a bladed weapon to cut through the webs and succeed on a DC 12 Intelligence (Investigation) check to find a glass eye, a pouch with 8 pieces of silver, and a clover-shaped locket engraved with the initials M.E. on the back. Swarm of Merqua Spiders Tactics • The swarm will attack with flurry of bites, preferring unarmored opponents. Giant Merqua Spider Tactics • The spider attacks with sticky bite. • The spider prefers attacking unarmored foes. LOOPING ENCOUNTERS D6 ENCOUNTER 1 The crevice contains 3 gold coins stamped with the mark of an unknown kingdom. 2 A small stone plummets through the hole in the ceiling. The character with the lowest Dexterity score must make a DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage from the stone streaking from the sky. 3 The party stumbles across the exit. 4 3 ghouls scrape the black walls as they shamble toward the party, then attack. 5 Sun breaks through the hole in the ceiling, replacing the moonlight. Birds can be heard chirping outside. 6 A thick acrid gas pours out of the crevice and fills the tunnel. All characters within 30 feet of the crevice must make a DC 13 Constitution saving throw or become poisoned.
140 LOREOFAETHERRA.COM/EDEN WELCOME TO THE PARTY At last, the party has made it to fabled Reverie Fantastica, purported residence of Gilgazo. First, they will have gain entry to the eternal party, and then they will have to figure out how to escape with the captive druid. M7. EDEN ENTRANCE Eventually, the party finds the entrance to the Eden. Roaring cheers and jubilant voices can be heard in the distance, far past the partially open iron doors. Two Eden Guards (see appendix A) patrol the area near the main entrance, occasionally disappearing into nearby side corridors. Read: The expansive cavern opens to a spectacle beyond wonder. Waterfalls cascade down the face of the rock walls and pour endlessly into cold cosmic pools. Merqua glows everywhere, hanging from the heights in shimmering beauty. The path leads to a stone staircase that curves over the glowing pools up to a rocky plateau. In the center of the room, suspended in space, huge boulders hang as if held by some powerful field of weightlessness. On the plateau stand two armored guards, both holding longswords. They stand on either side of the focal point of the room: two profoundly massive iron doors. Both rest on long tracks and, on the sides, stone gears connect drags of ropes that disappear into the heights above. Four alchemical symbols adorn each corner of the doors; and in the center of both doors, a circular pendant of a figure riding a steed is on one side, and a cloaked figure holding a staff on the other. The doors are halfopened, revealing an eternal expanse of green light and mist through the gap. The Eden Guards (see appendix A) are not hostile to the characters and, if noticed, will immediately ask for their Reverie Fantastica invitation, assuming they are here for the eternal party. If no invitation is provided, they will forbid entry, and the characters must find a different way in. Some possibilities include: Sneaky Sneaky. The characters can try to sneak past the guards. They will need to make a distraction or diversion and then make a successful Dexterity (Stealth) check opposed by the guard's Perception. A Decent Bribe. A character can bribe the two guards on duty to allow them to enter the Eden. Their asking price is a firm 100 gp. The guards will raise their price to 200 gp if the characters attempt to negotiate a better deal. Flattered or Frightened. A character can sweettalk their way into the Eden by succeeding on a DC 15 Charisma (Persuasion) check. Characters with a more sour disposition may strongarm their way through the doors by succeeding on a DC 15 Charisma (Intimidation) check. If the character making the attempt had previously tried to bribe the guard, they make their roll with disadvantage. Old-Fashioned Murder. If all else fails, the party can slay the guards and make their way into the Eden unimpeded. CHRYSALEAN GUARDS As the party approaches the entrance to the Eternal Eden, they will catch their first glimpse of a Chrysalean (although they won't know it at the time). Their pale blue skin and white hair set them apart from other elves, as does the ornate aquatic armor and weaponry they carry. They hail from Chrysalea, the fabled city beneath the lake. These soldiers, along with Lieutenant Myano inside, are loyal to the Chrysalean patriarch Orrien. His two siblings, Lillius and Taos, seek Gilgazo for their nefarious purposes, while Orrien, Gilgazo's longtime friend, seeks to protect him. Eden Guards Tactics • The guards will try to prevent anyone from entering through the gates. • The guards will attack with their longswords, targeting the same foe if possible. • The guards will fight to the death. THE REVERIE FANTASTICA When characters make their way into the Eden, read: You step through the fissure in the rock wall and enter a sea of eternal green. Glinting crystal chandeliers hang from the heights along with black and orange lanterns. Waterfalls spill from above and pool in glass-bottomed overhangs, hosting several people bathing and relaxing in the bubbling froth. This paradise abounds with lush ferns and moss, with flora bursting out from every crevice in the walls. Everywhere, folks are gathered in small groups, some sitting at tables, others lounging on sprawling beds. The bar in the center of the room surrounds a geodesic sphere made from translucent crystal, and at its center, a wooden ball covered in roots and merqua. Shelves line the sphere's circumference and are stocked to the brim
THE ETERNAL EDEN 141 with colorful spirits, flasks of potions, and vats of smoke. Next to the bar, a gargantuan rock, suspended in mid-air, plays host to a band performing for those relaxing on blankets on the lawn. An archway and a small iron door, barred and locked, provide the only exit from this room, apart from the front gates. Next to the lagoon, an old man sitting atop a mound of pillows speaks to folks gathered around the bottom. Although distant, the old man's booming voice tells a tale, his animated voice echoing across the cavern. Moments later, a ticking rings out for a moment, followed by a booming thud reverberating throughout the hall. The band stops playing, and everyone goes silent. A loud hissing sound heralds green and sparkling gold mist seeping out from vents dug in the sides of the rock walls. The mist flutters down and fills the entire room. Everyone is still and motionless for a frozen moment before the band shatters the silence, and the crowd continues partying as if nothing happened. MIST FROM ABOVE Every hour, a tinted mist rains down from above. Those exposed to the mist must make a Constitution saving throw, the DC of which is 12 plus the number of saves from the mist made in the previous 24 hours. Those who aren't successful are overcome by forgetfulness and lascivious feelings for 1 day. Several constructs masquerade as partygoers, generally indistinguishable from the creature they are imitating. Called faequins (see appendix A), these Chrysalean creations are the result of experiments with microbial lifeforms and aether, and can mimic any creature they have touched. A creature wearing the glove of the puppetmaster can control the faequins by performing specific hand gestures. Faequin Tactics • The faequin obeys commands by a creature wearing the glove of the puppetmaster. • When ordered to attack, it will attack with a shortsword. ZAN REDADO HUMAN COMMONER, BARKEEP Personality Sociable, people pleaser, secretive, and forgetful. Physical Short and stout with frizzy hair, wears colorful velvet robes. Longings To say "no" to requests without feeling guilty or like he has to please everyone. "I'm wondering if I left the water running before I left for work." Glove of the Puppetmaster Wondrous item, rare This wooden glove, crafted from Gelden Elderwood fused with aether and Novarian crystals, allows you to control, by making specific gestures, any faequins within a 1 mile radius. GLOVE OF THE PUPPETMASTER
142 LOREOFAETHERRA.COM/EDEN A M E N I T I E S While at The Reverie Fantastica, the characters can feast at a buffet loaded with delicious cuts of meat and delicately roasted vegetables. Cider and ale flow from the bar, and spirits of all flavors and proofs are available. THE GUEST LIST In addition to Gilgazo (see appendix A) and the guests below, 100 attendees, including two dozen faequins (see appendix A) masquerading as partygoers, circulate throughout the room. The characters are not aware that the faequins are anything but regular people. Bartender Zan Redado. Zan (human commoner), a short and stout young man with big, frizzy hair, tends bar for the Eden and always dons a velvety robe; many of his patrons claim he's never worn the same one twice. While friendly and loud, he is known for his terrible short-term memory. Compounded by the effects of the mist, he continually forgets drink orders, as well as other, more important things. He wears the glove of the puppetmaster on his left hand, allowing control of the faequins. Katsie, the Brazen. Katsie (human spy), a fiery older woman in her seventies, ties up her grey curly hair with a length of frayed rope. She carries with her a bow and arrow. While her voice may be soft and gentle, she never backs down from a fight. She's very passionate about her opinions; most of them revolve around her disdain for monarchies. Kensington Locks. Kensington, a middle-aged male halfling, speaks only of his past adventures in taverns and pubs and is a comprehensive source of tavern lore. Those who hear his stories of drinking and carousing can't believe that he's still alive. While he's never fought in any wars, he was present for many of their victory parties. The Tired Princess. Aylia Bree (half-elf noble), a young female half-elf, descends from a royal family in the southern regions of Aetherra. She had been pressured since childhood to fulfill her family's lofty expectations. Once she came of age, she fled, joined a group of nomads, traveled with them through the woods, living freely and uninhibited. She learned to be self-sufficient, becoming a skilled hunter and fighter. Despite this, she never outgrew her habit of sleeping until late in the morning, earning the moniker of The Tired Princess. Lieutenant Myano. A Chrysalean soldier loyal to Orrien, Lieutenant Myano (see appendix A) ensures that Gilgazo remains captive and safe. While friendly, he places duty above all and will do whatever he can to ensure that Gilgazo remains safe in the Eden. KATSIE, THE BRAZEN HUMAN SPY, PRIVATE AVENGER Personality Opinionated, straightforward, and passionate. Physical Older but active, beautiful grey curly hair, and rugged. Longings To assist the defenseless in overcoming their abusers, no matter the cost. "Make careful not to lose yourself in the fight, it's usually how the one you're fighting got to their position." KENSINGTON LOCKS HALFLING COMMONER, STORYTELLER Personality Intriguing, entertaining, wise, and neutral. Physical Has long hair tied in colorful ribbons, braided beard, and draped with jewelry. Longings To perform a dramatic monologue featuring war afterparties at the Porridge Bowl theater. "Liars are merely poor storytellers." AYLIA BREE HALF-ELF NOBLE, PRINCESS Personality Intelligent, resourceful, lovable, and persuasive. Physical Has mesmerizing green eyes, messy hair, wears comfy clothes. Longings To be a part of every story, no matter how small of a detail. "Starting this week, I'd like to try to wake up earlier."
THE ETERNAL EDEN 143 GILGAZO AND THE RABBIT KINGDOM Gilgazo sits atop a mound of pillows, telling a story to a group of people lounging below. As the characters approach, play the included audio, or read: “I awoke from a nap on the southern end of Acian Green — a deep woodland between Fours Mountain and Twimble River. I couldn't remember how I got there, but I woke with misery in the head, and I only feel this way after I pass out drinking strawberry wine. Oh, how I do love that wine, though. "I hiked a short distance through the tangled wood and thicket and came upon a clearing in the forest. The morning mist blanketed a grass hill poking out of the ground. I felt drawn to the knoll for no particular reason. Perhaps, I thought, I had been here before. As I staggered closer, my feet still feeling the strawberry wine, I began to whistle a melody, and a song was drawn from my lips, beyond my control. I spotted a shadowy hole dug into the side of the hill, and when I got to the hole's edge, I heard the same melody stir again from deep within. I whistled down into the hollow and felt a breeze rush up from the dark nothing, and then, with the faintest echo, the melody called back to me. I then admonished the candleflies inside the cage atop my staff, where they come and go as they please, mind you, to light the way. Then I crawled into the hole to follow the sweet siren call. "For hours I squeezed through the cramped tunnel. Occasionally the packed dirt would give way to a slick mudslide, and it turns out sliding is a lot faster than squeezing. Eventually, the tunnel opened up to a path that I could walk along. It snaked and split into different directions. When I'd reach a fork in the path, I'd whistle the melody, and when I heard a response, I'd follow the sound. With each intersection, the tune grew louder. "But let me tell you, I could have grown a field of pumpkins in the time it took me to find the source of the melody! I would stop to sleep in the burrowed-out cubbyholes along the way, eat potcha root, which grew aplenty down there, and drink from regenerative water pouches of lindemen bugs. It kept me alive, but is it ever slimy going down! "I traveled through the labyrinth, following the sound as it grew louder. Eventually, the tunnel widened, and I came to a ledge. My eyes glistened with tears, and my heart fluttered in my chest, which usually only happens when I discover there's an open bar at a betrothing ceremony. I stood on a precipice looking out into an enormous cavern; stalactites hung in the darkness, and a flaming torch lit up the entire area. I marveled at the sprawling underground city below me and wondered what beings could inhabit such a mystical empire. Could it be dwarves? A new form of goblins? A people that genuinely care for their community and things that grow? "I muttered a quick vision spell, and through it, I glimpsed a nearby pond where a boat was about to set sail. And upon that boat, I saw a small bushy tail on the rear of a nut-brown body. And as I scanned the landscape, I saw that the town was occupied by rabbits! I stood there in utter astonishment and watched the place bustle around me. Buildings had been built along the outer walls, some massive, towering like the lookout at Ceriad, with warrens filling in the spaces between them. I gazed upon entire neighborhoods complete with parks, community gardens, lakes, and even a school where small bunnies would read books and play games. "I assumed the melody had called me to this city, and I expected it to end there. To my surprise, I heard it resound in the distance beyond the city. I found a narrow stairway and made my way across the town, through the alleys, and passing by communities and shops. Rabbits were shopping, working, arguing, and embracing, while the young ones ran about, playing and making trouble. It was such a sight! It took me a moment to realize they weren't concerned by my presence. It wasn't like I was wearing my invisibility cloak. I save that for times I'm in public and my jokes flop. Anyway, several of the rabbits acknowledged me, nodding politely and continuing on their way. I simply had no effect upon their daily lives, and that felt odd and beautiful. "Finally, I reached the fringe of their city. The melody ceased, and I came upon an immense castle sitting atop a hill, perched high above its domain. Of course, being as tall as I am, I could see over the moat's wall as rabbit guards assembled behind its gates, bracing for my arrival. "Then I heard a different sound, a whistle that dropped from high to low in a cascading octave. The whole city fell silent. I wanted to speak, but I knew my words would not suffice, so I repeated the whistle. The melody returned just as it did when it called me down the tunnel, and then a rabbit's voice called out: [...]
144 LOREOFAETHERRA.COM/EDEN "‘What druid are you, one who heard the Windsong, and called to us down in our domain?’ she asked. "‘I am called Gilgazo,’ I answered. "You must know that this rabbit was not speaking in our common tongue, and for me to answer by using my voice was indeed good enough reason for her to open the gate. I saw before me a beautiful black rabbit with deep auburn eyes and a crown of silver atop her head. She stood up on her hind legs and stepped toward me with grace and authority. "‘Well, Gilgazo, welcome to Wildbriar, the rabbit kingdom of Aetherra.’ She invited me in through her castle doors, and together we supped.” Gilgazo (see appendix A) is calm, free-spirited, and friendly with the party. He will attempt to make them feel at ease and will ask the characters why they are there. If a character mentions: aether, Allianders, Aundi, Indos, or the Osia Phon, Gilgazo will agree to go with the party, on one condition — they must first stop at his former residence, Ceriad Keep, deep in the Dimlight. Gilgazo explains that the only way he knows how to escape lies behind the locked door at the end of the room. Beyond the door and down a tunnel sits a contraption called the Novarian Neural Network, the key to leaving this place and arriving at Ceriad Keep. JAILBREAK While Gilgazo appears to be having a wonderful time, he is very much a captive. Lieutenant Myano (see appendix A) has been charged to keep Gilgazo here as a way to allow him to recuperate from his aether addiction while also keeping him safe from Chrysalean sects who seek to capture him. After the party speaks with Gilgazo, read: You hear the ticking again, accompanied by the booming subsonic thud, then followed by a hiss as a shower of gold glittering material floats down and blankets the room. As this happens, Zan, the barkeep, makes peculiar hand signals at random partygoers throughout the cavern. The crowd goes still again, and all is quiet, spare a few creaks from the swinging lanterns above. The party resumes, but several moments later, a few partygoers flicker as if they disappeared for a moment then came back. Zan notices and panics. He fiddles with the glove on his hand and casts a few more hand signals as inconspicuously as possible. Then it happens again. Something isn't right here. The bartender, Zan Redado (human commoner), has long been in charge of maintaining control of the faequins (see appendix A). Unfortunately, he is unable to recall the gestures and hand motions required to control the faequins. Zan has been catching dirty looks from the lieutenant, and he knows that the party realizes something is amiss, so he willingly allows a character to try to fix the situation. A character can make a Wisdom (Intuition) check and compare their result to the 'Puppetmaster Results' table to attempt a hand motion gleaned from what they can manage to learn from Zan. Characters proficient in Charisma (performance) make their check with advantage. Once a player has learned a command, they can repeat it at will. A character who knows the final command can tell the faequins to focus their combat on specific targets. If a character rolls an 8 or less on their check at any point, they draw the attention of Lieutenant Myano, who will begin to investigate why the faequins are glitching. If he sees one of the characters wearing the glove of the puppetmaster, he will demand that they relinquish it or take it by force if necessary. PUPPETMASTER RESULTS DC RESULT <8 The faequins begin to glitch, cycling through multiple forms, including those of the characters, catching the attention of Lieutenant Myano. The non-faequin partygoers are shocked to find that people they considered friends were constructs all along. 10 The faequins enter cleaning mode and begin to pick up the mess around them. 12 The faequins mingle with and act like, partygoers. 14 The faequins party enthusiastically and encourage everyone to do the same. 16 The faequins stand down and await further orders. 18 The faequins will protect the creature wearing the glove at all costs.
THE ETERNAL EDEN 145 ACCESSING THE TRELLIS Characters that touch the stone will project their mental image inside a pocket dimension, called the Grove, which acts as a lobby. When any characters enter the Grove, read the following: The moment you touch the green glow of the stone, the world turns bleak. Soon you can only see an infinite gray, like being lost in the murk of a gloomy forest. Yet, the void is also translucent. You appear to be on the inside of the stone. Above you are the shimmering mix of moss and wires; below is the floor you just left before touching the stone. From the Grove, a creature can travel to any active location within the network. The power levels for this particular Nova Stone are low, and currently, only two locations can be reached: the Dimlight and Fano. Gilgazo leads the party to the Dimlight, to the long-abandoned Ceriad Keep. TRANSITION After the party has exited the Grove and arrived at the Dimlight, read: The grey-muted nothingness that surrounds you begins to clear. The smell of old wood and damp moss fills the air, and you find yourself in a dark recess of a hollowed-out tree. Green and gold light streaks outside. You exit the tree into a towering forest. Lush undergrowth painted emerald, lime, and crimson blanket the forest floor. The place is hushed and still, almost motionless. A sound rushes above your head, reminiscent of a raging waterfall. The sound spreads from west to east, reaching the utmost heights of the impossibly high canopy. The forest trees stretch out, varying between the orange, red, and yellow of autumn foliage. The whole canopy swirls and shivers from a mighty wind, but the woodland remains calm and sleepy below the trembling ceiling. Myano, a proud and loyal soul, isn't easily intimidated (DC 21 Charisma (Intimidate) check). However, as he knows of the danger of the Osia Phon, the characters have a better chance of persuading him to allow Gilgazo to accompany them (DC 18 Charisma (Persuasion) check). If either check is attempted and failed, Myano becomes hostile and yells for Zan to command the faequins to attack. Many of the faequins are inoperable, but 6 still respond to the glove. Aside from the main entrance, the only exit from the room is a locked iron door. Characters attempting to pick the lock on the door must succeed on a DC 14 Dexterity (Stealth) check to make the attempt without being seen. A successful DC 14 Dexterity (Sleight of Hand) check will allow a character to pick the lock. The only key is around Lieutenant Myano's neck, and a player must win an opposed check, pitting their Dexterity (Sleight of Hand) check against Myano's Perception. If Myano is not distracted in some way, the character makes their roll with disadvantage. A character can attempt to break the door down with a bludgeoning weapon (AC 15, 15 hp), but the noise caused ensures that the character will be noticed. NOVARIAN NEURAL NETWORK The tunnel behind the door eventually opens up into a large chamber overgrown with plant life and vines. In the center of the room, a Nova Stone floats beneath a large mass of cables and tree roots coming from the ceiling above. Built long ago by the Chrysaleans, the Nova Stone interfaces with the cables above, which in turn are connected to the greater Chrysalean network known as the Trellis. The vines and plant life on the ground are a natural byproduct of the growth around the Nova Stone; however, the cables and the stone are manufactured from Chrysalean technology. When characters enter the chamber, read: The narrow tunnel widens before opening into an enormous cavern. A glowing green stone hangs in the center of the room, and a low vibrating hum resonates throughout the chamber. Spreading out over the floor, a tangle of roots and vines stretch into the far recesses of this grand room. Above the stone hangs a mass of shimmering cables; some are mossy and plantlike, while others appear to be engineered from glass and wood. If Myano hasn't been dealt with, either by violence or persuasion, he will chase the party as far as the Nova Stone and attempt to keep Gilgazo from accessing the Trellis. He will not follow them into the Trellis, however.
148 LOREOFAETHERRA.COM/CERIAD Ceriad Keep THE DIMLIGHT, MOUNT TESETERRA X After escaping the Eternal Eden, the party, with Gilgazo in tow, arrives at Ceriad Keep. Once a training facility and home for the Allianders after the fall of the House of Azure, it has only been occupied sporadically for the last thousand years, as drifters and nomads would catch a moment's respite inside the ruins. A few wanderers would squat in the keep occasionally, but most lost their lives to the bizarre creatures that prowl the halls. Haithe (awakened tree), a sentient golden elm tree, has been the only constant resident, but even she has come under attack in recent decades. The party enters the keep through the decimated entrance and make their way through a garden vestibule crowded with rubble. An intricate fountain rises from the pond in the center of the room. A pile of debris along the wall on the left cuts off access to that wing of the keep. Noises from the northern outdoor garden catch Gilgazo's attention, and he heads out to the back. In a greenhouse, a vined nightmare (see appendix A) has Haithe in its grasp. After subduing the beast, the party backtracks and heads to the training wing of the keep. Gilgazo leads the party through the armory and the bell tower, where he will tell the characters how the Osia Phon came to find the Allianders at the keep. Then the party enters the elemental training room, where a corrupted elementron (see appendix A) comes to life at the sight of Gilgazo and attacks the party. After defeating the construct, the characters can explore the library, delve into its secrets, and take in the view from the watchtower before proceeding toward the living areas. In the mess hall, Verminswarm (see appendix A), a swirling tempest of rats, roaches, millipedes, and worse, attacks everything that moves as it searches for a
CERIAD KEEP 149 JORDAN KERBOW CERIAD KEEP meal. Afterwards, the party follows Gilgazo to his living quarters, where he comes face to face with a reminder, the mangled corpse of an Osia Phon who had once been his friend, to to admonish him to never give himself over to aether's darker side. The characters also have a chance to explore the other bedrooms, the barracks, and the dovecote before the party heads downstairs. The party explores a wine cellar in the basement, and in the larder, a gelatinous cube waits silently for an unwary wanderer to enter its grasp. In the laboratory, Gilgazo reveals the hidden entrance to his private sanctum. Once inside, he retrieves his aether stash from its hiding place within a model of the city of Fano. With that, Gilgazo is ready to make the trek back to the city on the lake. Can the party help Gilgazo restore his strength and make it to Fano before it’s too late? ABSTRACT Arriving at the Dimlight. The party arrives at Ceriad Keep, deep inside the Dimlight. Meeting Haithe. Haithe, a sentient golden elm tree, cries out for help from the greenhouse. Girded for War. The party explores the armory. Practice Makes Perfect. The party does battle in the elemental training room and enters the library. Room and Board. The party is attacked in the mess hall, and Gilgazo heads to his living quarters. Underground We Go. The party finds Gilgazo's hidden basement.